I scrapped the trailers because of this and just rebuilt the settlement. Had to use console disable, then markfoirdelete for some of the trailer parts. There is a trailer park mod out there though. You could add those.
Use cheat terminal to add your settlers if you are on PC.
And on new settlements, always send a provisioner "from" the new settlement, not "to" it. Less glitches.
What did you use to get the intact and clear window frames in the main building (1st screenshot) please? I've loaded your mod in CK but mine show up as the typical ruined/boarded up windows in the vanilla game.
Not sure if this mod is seeing a lot of upkeep lately, but I figured I'd make a quick mention of an issue I've encountered. Excuse the big post!
None of my settlers or companions seem to want to enter the main building, and they take looong detours around the entire settlement, as if they can't somehow just wander throughout the area. I did a bit of testing - replacing the entire building and pool area with Snappy Housekit components doesn't seem to affect anything, nor the 'scrapall' console command. There are just some places my companions refuse to go. Opening up the mod in Creation Kit, I don't see anything out of the ordinary. The navmesh appears just fine, so I really have no idea what could be causing this. I'm by no means a great modder or even remotely tech savvy when it comes to things like this, so any help or feedback is appreciated.
You could try using a navmesh fixer (from the mod below) in the doorways of places they won't enter. https://www.nexusmods.com/fallout4/mods/22322/
I've found it helps sometimes when Settlers won't go through certain doorways or up stairs. Sometimes it'll only work for a short while before you need to remove the fixer, as the game occasionally takes a long time to rebuild it's dynamic navmesh.
I think I *may* have mentioned once or twice, that was one of my key factors for choosing locations. Try the advanced search next time I think there was even two of these already, so now three.
more settlements builders yes, in the same place not really
as for the z fighting its the wall/door tat cause it, its a typical beth thing, but don't believe anything i say, i'm just a n00b tat pretend he know something
...at least it wasn't another attempt at Fizztop. ;-)
Who did do this one first anyway? I don't think it ever worked. Whomever it was had asked me about it (however many odd months ago now when we first started) but I never heard back from them. <shrug>
As Spriggig stated in their comment, the green build zone wall was visible when I traveled to the settlement. First time discovering the location, although I did use the Cheat Terminal mod to fast-travel there. Worked normally after activating and deactivating the workshop. There's a few other things... 1. Would it be possible to slightly expand the northwest area? The build area somewhat cuts though a trailer. Seen here: http://i.imgur.com/FmqDWZL.png 2. Not real sure what's going on here... I can't scrap the ironing board either, though I'm sure I could disable it. Seen here: http://i.imgur.com/OsF1MBk.png 3. Going towards the southern corner, it tells me I've gone outside the build area before I reach the green border. Same for the north/northwest area. 4. The next few screenshots are probably vanilla issues (not due to the mod), but thought I'd go ahead and list them here... Found some flickering in one of the buildings. Obviously can't really tell in a screenshot, but here it is for reference: http://i.imgur.com/BObBy0R.png Found two ghouls stuck in the ground. (Probably a vanilla issue). http://i.imgur.com/W1GBytA.png & http://i.imgur.com/R4hX4Lf.png
I've run into that problem on some other settlements. Not sure why that happens, but I'll take a look. As for your other items:
1. I was weary of going into another cell, but sure, I can take a look at it. 2. I wasn't able to scrap it either on my playthrough. I'll see if making the item scrappable changes that. 3. Sounds like an issue with the trigger. I'll review and fix. 4. The flickering could be the result of floor pieces merging together. I'll see if I can change that. The ghouls are a vanilla issue, I think. But you guessed it, I'll take a look!
For the build border, remember to tick "initially disabled". Flickering walls/floors sometimes only need to be moved one "unit" to resolve, and it is such a small change they eye can rarely tell.
#3 Don't be afraid to make multiple build areas to fit your border, just remember only 1 sandbox area to cover them all, and settlers WILL wander the whole of the sandbox area, so if you have to have it separate, keep aware of it. Balance out your build areas with your sandbox as best you can.
Thank you, it's nice to have new settlement locations.
I have a few notes, I don't know if you can or want to change any of these things, thank you even if you don't, the mod is useful as is.
When I first fast traveled to the location, the green build zone wall was visible, once I activated and deactivated the workshop the wall worked as expected.
I activated the workshop and did console command "scrapall", which is what I always do at a new settlement location. It worked well enough. I was able to use "disable" on almost everything else I wanted gone--including all the rusted trailers--except the rusted car across from the bunker and one piece of the white picket fence near the painted trailer that's next to the bunker. Disable also worked on the bunker door, which I tried because I was curious if it would cause a crash or something, but it didn't. I don't plan to delete that though.
Since it might be a bad idea to remove the two working terminals, it would be nice if "scrapall" didn't remove the tables they sit on. In that same vain, since the rusted metal trailers stay behind, maybe the concrete blocks they sit on could as well?
For anyone else who might use "disable", be careful what you click on, the road and sidewalks and concrete surrounding the pool can be disabled, among other things probably, which is nice to have available if you want it but I was surprised when I deleted some of those parts when I was trying to delete some bushes.
in the Creation Kit, there is a flag for each item, to choose if that item is scrappable or not. the items in question just need to have that flag changed. The mod author just needs to set those flags to 'scrappable' or not... for the tables and such, he just needs to set them as not scrappable. (you can do this as well, but you would need to pull up his mod file in the Creation Kit, and then goto the settlement, and then click the items you want changed, and then set the flag to what you need.... Hope that helps.
22 comments
Just a note however - it has a few dirty edits in other places.
A few things touched in abernathy farm for example.
(this includes a conflict with all settlements extended at abernathy).
Easy to fix in xEdit, just letting folks know.
Regardless, love the mod!
Use cheat terminal to add your settlers if you are on PC.
And on new settlements, always send a provisioner "from" the new settlement, not "to" it. Less glitches.
I use this mod and it works fine.
Wishlist
Another workshop in the bunker.
Other than that, this mod works great.
https://www.nexusmods.com/fallout4/mods/11639
That has many vanilla sections that have been cleaned-up and/or repaired.
None of my settlers or companions seem to want to enter the main building, and they take looong detours around the entire settlement, as if they can't somehow just wander throughout the area.
I did a bit of testing - replacing the entire building and pool area with Snappy Housekit components doesn't seem to affect anything, nor the 'scrapall' console command. There are just some places my companions refuse to go. Opening up the mod in Creation Kit, I don't see anything out of the ordinary. The navmesh appears just fine, so I really have no idea what could be causing this. I'm by no means a great modder or even remotely tech savvy when it comes to things like this, so any help or feedback is appreciated.
Thanks!
https://www.nexusmods.com/fallout4/mods/22322/
I've found it helps sometimes when Settlers won't go through certain doorways or up stairs. Sometimes it'll only work for a short while before you need to remove the fixer, as the game occasionally takes a long time to rebuild it's dynamic navmesh.
as for the z fighting its the wall/door tat cause it, its a typical beth thing, but don't believe anything i say, i'm just a n00b tat pretend he know something
...at least it wasn't another attempt at Fizztop. ;-)
Who did do this one first anyway? I don't think it ever worked. Whomever it was had asked me about it (however many odd months ago now when we first started) but I never heard back from them. <shrug>
will check it out
cheers tinbin
There's a few other things...
1. Would it be possible to slightly expand the northwest area? The build area somewhat cuts though a trailer. Seen here: http://i.imgur.com/FmqDWZL.png
2. Not real sure what's going on here... I can't scrap the ironing board either, though I'm sure I could disable it. Seen here: http://i.imgur.com/OsF1MBk.png
3. Going towards the southern corner, it tells me I've gone outside the build area before I reach the green border. Same for the north/northwest area.
4. The next few screenshots are probably vanilla issues (not due to the mod), but thought I'd go ahead and list them here... Found some flickering in one of the buildings. Obviously can't really tell in a screenshot, but here it is for reference: http://i.imgur.com/BObBy0R.png
Found two ghouls stuck in the ground. (Probably a vanilla issue). http://i.imgur.com/W1GBytA.png & http://i.imgur.com/R4hX4Lf.png
I've run into that problem on some other settlements. Not sure why that happens, but I'll take a look. As for your other items:
1. I was weary of going into another cell, but sure, I can take a look at it.
2. I wasn't able to scrap it either on my playthrough. I'll see if making the item scrappable changes that.
3. Sounds like an issue with the trigger. I'll review and fix.
4. The flickering could be the result of floor pieces merging together. I'll see if I can change that. The ghouls are a vanilla issue, I think. But you guessed it, I'll take a look!
Thank you for the feedback!
#3 Don't be afraid to make multiple build areas to fit your border, just remember only 1 sandbox area to cover them all, and settlers WILL wander the whole of the sandbox area, so if you have to have it separate, keep aware of it. Balance out your build areas with your sandbox as best you can.
I have a few notes, I don't know if you can or want to change any of these things, thank you even if you don't, the mod is useful as is.
When I first fast traveled to the location, the green build zone wall was visible, once I activated and deactivated the workshop the wall worked as expected.
I activated the workshop and did console command "scrapall", which is what I always do at a new settlement location. It worked well enough. I was able to use "disable" on almost everything else I wanted gone--including all the rusted trailers--except the rusted car across from the bunker and one piece of the white picket fence near the painted trailer that's next to the bunker. Disable also worked on the bunker door, which I tried because I was curious if it would cause a crash or something, but it didn't. I don't plan to delete that though.
Since it might be a bad idea to remove the two working terminals, it would be nice if "scrapall" didn't remove the tables they sit on. In that same vain, since the rusted metal trailers stay behind, maybe the concrete blocks they sit on could as well?
For anyone else who might use "disable", be careful what you click on, the road and sidewalks and concrete surrounding the pool can be disabled, among other things probably, which is nice to have available if you want it but I was surprised when I deleted some of those parts when I was trying to delete some bushes.